Too many cells. Just loading the default number of cells can be harsh enough on some systems, but adding more on top of that can really make it crash and burn.cdoublejj wrote:Instead of guessing what cells you might enter can't it just work of pure proximity or would that load to many cells?
I don't think the answer is in guessing and pre-loading cells. What I think needs to be done, at least for external cells, is to be able to load cells in the background and let the game continue to run even when the cell isn't fully loaded. The idea is that the player will be in a loaded cell with a good number of cells loaded around them, so when a new cell needs to load, it will be fully loaded by the time the player can get close enough to care. The game should then only ever need to stop if the player actually tries to enter a cell that isn't fully loaded (e.g. because they're moving way too fast, or they teleported to a new area).
In addition to that, better cell cache handling would help for those times when you're constantly going between the same cells. Recently unloaded cells would remain in a cache so they can be quickly retrieved again if the player goes back, while the oldest cache entries would be dropped when new cache entries would push it over some memory budget.